Kolyarut

Seven-Runed Warden's page

No posts. Alias of Sensen.


Full Name

???

Race

| HP 8/8 | AC 15, Touch 13, Flat-Footed 12 | CMB +1, CMD 14 | Fort -1, Reflex +5, Will +3 (+2 vs. Enchantment) | Initiative +5 | Perception +7

Classes/Levels

| Speed 30 ft. | Hidden Strike +1d8 (+1d4) | Active Conditions:

Gender

Nonbinary Chaotic Good Elf Vigilante 1

Size

Medium

Special Abilities

Hidden Strike +1d8 (or +1d4)

Alignment

Chaotic Neutral/Chaotic Good

Location

Riddleport

Languages

Common (Taldane), Elven, Draconic, Sylvan

Occupation

Vigilante

Strength 13
Dexterity 17
Constitution 8
Intelligence 14
Wisdom 13
Charisma 14

About Seven-Runed Warden

Statistics:
Nonbinary Elf Vigilante 1
CN/CG Medium Humanoid (elf)
Init +5; Senses: low-light vision; Perception +7
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Armor)
HP 8 (1d8-1+1)
Fort -1, Ref +5, Will +3 (+5 Will vs. enchantment spells & effects)
Immune: Sleep
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OFFENSE
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Speed 30 ft.
Melee Shortsword +1 (1d6+1 piercing, 19-20)
Ranged Longbow +3 (1d8 piercing, x3)
Ranged Longbow +4 (1d8+1 piercing, x3) within 30 ft.
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Dual Identity (Ex):
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Vigilante Specialization (Ex) - Stalker:

A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17). This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Social Talents:

Case the Joint (Ex): The vigilante can use his social identity to learn important facts about a location before returning later in his vigilante identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, the vigilante gains an additional reroll. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can’t case the same joint more than once a week.

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STATISTICS
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Str 13, Dex 17, Con 8, Int 14, Wis 13, Cha 14
Base Atk +0; CMB +1; CMD 14

Feats:
Point-Blank Shot

Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Traits:
Out-of-Towner: You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice - Craft (Alchemy), and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you.
Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Skills:
Acrobatics +7 (3 Dex, 1 rank, 3 class)
Bluff +6 (2 Cha, 1 rank, 3 class)
Disable Device +7 (3 Dex, 1 rank, 3 class), +9 with Masterwork Thieves' Tools
Disguise +2 (2 Cha), +22 to disguise as social or vigilante identity
Intimidate +7 (2 Cha, 1 rank, 3 class, 1 trait)
Knowledge (local) +6 (2 Int, 1 rank, 3 class)
Perception +7 (1 Wis, 1 rank, 3 class, 2 racial)
Stealth +7 (3 Dex, 1 rank, 3 class)
Survival +5 (1 Wis, 1 rank, 3 class)

Background Skills:
Craft (Alchemy) +7 (2 Int, 1 rank, 3 class, 1 trait)
Knowledge (engineering) +6 (2 Int, 1 rank, 3 class)

Languages: Common (Taldane), Elven, Draconic, Sylvan

Favored Class Bonuses: +1 HP
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GEAR/POSSESSIONS
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All weapons above, and:
All weapons above, and:
Leather Armor
Backpack
- Bedroll
- 10 Chalk
- Flint & Steel
- Grappling Hook
- Mirror
- Rope
- Soap
- 5 torches
- Alchemy Crafting Kit
Belt Pouch
- 2 sets of caltrops
- Waterskin
- Masterwork Thieves' Tools
Quiver
- 3 smoke arrows
- 20 arrows
- 20 blunt arrows
- 5 thistle arrows

Consumables:
1 flask of Alchemist's Fire

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Magical Items
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------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 3 gp, 7 sp, 3 cp
Total Weight: lb.

Backstory:

Personality:

The Seven-Runed Warden does not offer many explanations. Riddleport is lawless and free - something the Warden approves of. It is also a place where the weak are meat for the strong to eat, something to which they vociferously object.

To those who would prey upon the weak and innocent, the Warden is a nightmarish stalker in the dark, a hunter seeking to show them that they are not the biggest predators in Riddleport. Fear is a weapon that cuts on its own, and the Warden strives to cultivate it in their foes.

To victims, they are gentle, compassionate, and quite protective. Children, in particular, earn protection more easily, though ‘ware to the child that dares try to pull one over on the Warden.

Despite their name, the Warden has no magical talents, nor many scholarly credentials - instead, they use their name to throw confusion over the ones to whom they reveal their name - more educated sorts suspect the Cyphermages, and even those non-academics find the idea of runes suitably impressive.